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US12201906B2ActiveUtilityPatentIndex 47

Combat control method for game object, computer readable storage medium, and intelligent terminal

Assignee: SHANGHAI LILITH NETWORK TECH COMPANY LIMITEDPriority: Jan 20, 2021Filed: May 28, 2021Granted: Jan 21, 2025
Est. expiryJan 20, 2041(~14.5 yrs left)· nominal 20-yr term from priority
Inventors:ZHANG YULI PENGFEIWAN XINGUO YIKUN
A63F 2300/6607A63F 13/58A63F 13/55A63F 2300/807A63F 2300/65A63F 13/822A63F 13/56
47
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0
Cited by
63
References
10
Claims

Abstract

A combat control method for a game object, a computer readable storage medium, and an intelligent terminal are provided. The combat control method includes: configuring a game object, where the game object includes first game units and second game units; configuring an arrangement area for the game object, where the arrangement area has n accommodation units for accommodating each game object in a horizontal direction, and m accommodation units for accommodating each game object in a vertical direction; obtaining a first arrangement column by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column; and obtaining second arrangement columns by separating along the vertical direction in the arrangement area that do not overlap the first arrangement column, and placing the second game units in second arrangement columns to form a combat lineup.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
       1. A combat control method for a game object, comprising:
 configuring at least one game object in a computer-controlled video game that includes a two-dimensional array of grids rendered on a video display terminal by a processing system that includes at least one processor and one or more non-transitory memory elements, the two-dimensional array being associated with a horizontal direction and a vertical direction as rendered on the video display terminal, wherein the at least one game object is rendered on the video display terminal, wherein the at least one game object comprises a first game units and b second game units, wherein a game unit is a character in the video game, wherein a first game unit occupies a first two-dimensional region in the array spanning p grids in the horizontal direction and p grids in the vertical direction, each second game unit comprises c operation units, wherein an operation unit comprises one or more game characters dedicated to a specific set of functions in the game, and wherein the second game unit occupies a second two-dimensional region in the array spanning x grids in the horizontal direction or the vertical direction, and y grids in the vertical direction or horizontal direction, respectively; 
 configuring an arrangement area for the at least one game object to be rendered on the two-dimensional array on the video display terminal by the processing system, wherein the arrangement area has n accommodation units for accommodating the at least one game object in the horizontal direction, and m accommodation units for accommodating the at least one game object in the vertical direction, so that a size of the arrangement area is m units in the vertical direction and n units in the horizontal direction, wherein an accommodation unit is a group of one or more grids in the game, the group of grids being configured to accommodate or situate the at least one game object to be rendered on the video display terminal by the processing system; 
 obtaining a first arrangement column of horizontal dimension p grids by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column as rendered on the video display terminal by the processing system, wherein a distance between an edge of the first arrangement column along the vertical direction and a closest edge of the arrangement area along the vertical direction is measured in grids and denoted by z, wherein z≥x; and 
 obtaining b second arrangement columns of horizontal dimension x grids by separating along the vertical direction in the arrangement area, and placing the each second game unit in the second arrangement columns to form a combat lineup as rendered on the video display terminal by the processing system, wherein the second arrangement columns do not overlap the first arrangement column, wherein a, b, c, p, x, y, m, n are integer values, and a×p≤m, b×y≤n. 
 
     
     
       2. The combat control method according to  claim 1 , wherein obtaining the first arrangement column of horizontal dimension p by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column comprises:
 obtaining the first arrangement column of horizontal dimension p by separating along the vertical direction in the arrangement area; 
 classifying the first game units into first attribute units and second attribute units according to an attribute type; 
 placing one of the first attribute units in the first arrangement column along an orientation direction of the game object, and placing one of the second attribute units in the first arrangement column opposite to the orientation direction of the game object; 
 placing another one of the first attribute units in the first arrangement column along the orientation direction of the game object, and pushing the one of the first attribute units to move along the orientation direction of the game object; and 
 placing another one of the second attribute units in the first arrangement column opposite to the orientation direction of the game object, and pushing the one of the second attribute units to move opposite to the orientation direction of the game object, until the first attribute units and the second attribute units are all placed in the first arrangement column. 
 
     
     
       3. The combat control method according to  claim 1 , wherein obtaining b second arrangement columns of horizontal dimension x by separating along the vertical direction in the arrangement area, and placing the each second game unit in the second arrangement columns to form the combat lineup comprises:
 obtaining b second arrangement columns of horizontal dimension x by separating along the vertical direction in the arrangement area, wherein the second arrangement columns do not overlap the first arrangement column; 
 classifying the operation units into third attribute units and fourth attribute units according to an attribute type; 
 placing one of the third attribute units in a second arrangement column along an orientation direction of the game object, and placing one of the fourth attribute units in the second arrangement column opposite to the orientation direction of the game object; 
 placing another one of the third attribute units into the second arrangement column along the orientation direction of the game object, and pushing the one of the third attribute units to move along the orientation direction of the game object; and 
 placing another one of the fourth attribute units in the second arrangement column opposite to the orientation direction of the game object, and pushing the one of the fourth attribute units to move opposite to the orientation of the game object, until the third attribute units and the fourth attribute units are all placed in the second arrangement column. 
 
     
     
       4. The combat control method according to  claim 1 , wherein
 the distance between the edge of the first arrangement column along the vertical direction and the closest edge of the arrangement area along the vertical direction z=n−p−(c×x); and 
 the combat control method further comprises:
 adjusting a position of the first game unit or a position of a second game unit in the arrangement area based on an operation instruction. 
 
 
     
     
       5. The combat control method according to  claim 4 , wherein adjusting the position of the first game unit or the position of the second game unit in the arrangement area based on the operation instruction comprises:
 controlling the arrangement area to be in a locked state in an interaction interface rendered on the video display terminal of an application program running on the processing system with the game object; 
 receiving, by the processing system running the application program, the operation instruction, and determining a sliding start point and a sliding end point of the operation instruction as rendered by the processing system on the video display monitor; 
 moving a corresponding game object under a position of the sliding start point to a position of the sliding end point; and 
 saving a final position of the game object based on a confirmation instruction. 
 
     
     
       6. The combat control method according to  claim 1 , further comprising:
 controlling, based on a combat process confirmation instruction, game objects comprising at least a game object in a first combat lineup and a game object in a second combat lineup to enter a combat state; 
 controlling a first game object in the first combat lineup to point to a second game object in the second combat lineup to form a first combat group, and controlling a third game object in the first combat lineup to point to a fourth game object in the second combat lineup to form a second combat group, until each game object in the first combat lineup or in the second combat lineup is configured with a pointed game object; and 
 calculating a combat result of each combat group, and pointing the game object with a winning combat result in the first combat lineup to the game object with a winning combat result in the second combat lineup, to form a secondary combat group, until the game objects in either the first combat lineup or the second combat lineup are all defeated. 
 
     
     
       7. The combat control method according to  claim 6 , wherein
 calculating the combat result of each combat group, and pointing the game object with the winning combat result in the first combat lineup to the game object with the winning combat result in the second combat lineup, to form the secondary combat group, until the game objects in either the first combat lineup or the second combat lineup are all defeated comprises:
 calculating the combat result of each combat group; 
 entering, by the game object with the winning combat result in the first combat lineup, a waiting state, until the game object with the winning combat result in the second combat lineup appears; and 
 
 the combat control method further comprises:
 adding new game objects to the first combat lineup or the second combat lineup based on a game object adjustment instruction. 
 
 
     
     
       8. The combat control method according to  claim 6 , wherein
 in response to a number of the game objects in the first combat lineup is greater than a number of the game objects in the second combat lineup, some of the game objects in the first combat lineup are controlled to be idle game objects; and 
 in response to the game object with the winning combat result in the second combat lineup appears, one of the idle game objects is randomly selected or selected based on battle logic to point to the game object with the winning combat result in the second combat lineup. 
 
     
     
       9. A computer-readable storage medium having a computer program stored thereon, wherein the computer program is executed by the processor to perform the method of  claim 1 . 
     
     
       10. An intelligent terminal, comprising the processing system and the video display terminal and a computer program stored in the memory and running on the processor, wherein the computer program is executed by the processor to perform the method of  claim 1 .

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